Snow

24 Level (0/475000 XP for level-up) Background frost demon Race / Species / Heritage Alignment
DRAGON BALL
Level 24
Hit Dice: 24/24
1d8+4 Class 1

STR
15
+2
DEX
30
+10
CON
18
+4
INT
12
+1
WIS
11
+0
CHA
19
+4
200
Hit Points
+10
Initiative (DEX)
22
Armor Class (AC)
+7
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
28 / 28
ki
Spellcasting ...
+11 Attack mod
CHA Ability
+4 Abi Mod
19 Save DC
+14 Expertise Bonus
+7 Proficiency Bonus
+2 Strength
+17 Dexterity
+11 Constitution
+1 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+24 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+4 Deception CHA
+1 History INT
+0 Insight WIS
+4 Intimidation CHA
+1 Investigation INT
skills
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+1 Religion INT
+10 Sleight of Hand DEX
+17 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Martial Arts +17 DEX 5d4+10
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Rebellion Spear +11 15ft cone
 Notes:You develop the instinctual technique of a wild warrior. As part of making a Ki Blast, its range becomes touch and you instead move its initial range. This can only be used once per turn without having a target.
Speedster +11
 Notes:Transformation: Form As an action, you manipulate your ki to increase your maneuverability. You gain the following: Your Dexterity increases by +2. When you use Ki-Enhanced Movement, you may do so as a free action instead of a bonus action. You may add your Proficiency bonus to Dexterity saving throws and Acrobatics checks an additional time. You must spend 1 ki point at the end of each of your turns to maintain this form.

Level 2 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
Super Speedster +11
 Notes:Cost: 1 ki point Requirements: Speedster Transformation: Form As an action, or as a bonus action while Speedster is active, you push your speed and maneuverability even further. You gain the following in addition to the benefits of Speedster: Your Dexterity and Constitution increase by +4 Your movement speeds are increased by 10 You must spend 1 ki point at the end of each of your turns to maintain this form.
*Fastest in the Universe!!!* +11
 Notes:Cost: 1 ki point Requirements: Lightning Timer Transformation: Form As an action, or as a bonus action while Lightning Timer is active, you become so fast that nothing in this universe can match you. You gain the following in addition to the benefits of Lightning Timer: Your Dexterity, and Constitution increases by +6. Your movement speeds are increased by 15. You gain the Afterimage Technique. It takes half as much ki to increase the distance that you move with the technique. You must spend 5 ki points at the end of each of your turns to maintain this form.

Level 3 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
*Lightning Timer* +11 30ft
 Notes:Cost: 1 ki point Requirements: Super Speedster Transformation: Form As an action, or as a bonus action while Super Speedster is active, you begin to move as fast as lightning. You gain the following in addition to the benefits of Super Speedster: Your Dexterity, and Constitution increases by +6. Your movement speeds are increased by 15. If you spend half your movement in a turn, you can turn two instances of damage you deal in that turn into lightning damage. You must spend 2 ki points at the end of each of your turns to maintain this form.
Gigantic Lariat +11 100ft
 Notes:Cost: 3+ ki points Requirements: Rebellion Spear By chasing down your target, you can capture them in an attack which carries them across a large distance. When successfully landing Rebellion Spear, you may spend 3 ki as part of a free action to turn it into a Gigantic Lariat. The target must make a Strength saving throw. On failure, both you and the target are carried along the remaining distance of the Rebellion Spear. On success, the target is unmoved and you stop anywhere within 5 ft of it. In the case that something is in the targeted creature's way, they must make a Dexterity saving throw, or take half the damage the targeted creature took from the Gigantic Lariat, stopping them from moving further, unless this drops them to 0 hit points. If you're grappling a creature, you can spend 2 additional ki points to use Gigantic Lariat as a reaction on the creature. You can expend 1+ additional ki points to increase its range by 5 ft, with a maximum equal to double your movement speed.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
powerful race of megalomaniacs.
Ability Score Increase. The frost demons are lightweight, fast, and very charismatic. Your Dexterity score increases by 2, and your Charisma score increases by 1.
Age. A frost demon reaches maturity by 16 and can live to be up to 400, only showing signs of aging in their late 300's.
Alignment. Frost demons have no set alignment as a whole, but the majority tend to be evil, caring only for their own agenda and pride, and most have a distaste for chaos, leaning towards lawful or neutral alignments.
Size. Frost demons vary widely in height and build, but a frost demon taller than 6'0" is very rare. Your size is small or medium.
Speed. Your base walking speed is 30 feet.
Dexterous Tail. You have a long tail, longer than either of your arms and long enough to grab something from behind you and hold it above and in front of you. Small objects may be carried and manipulated as though the tail had half your Strength score with fine manipulations, such as lockpicking or untying knots, possibly at disadvantage to the roll in question. Your tail can also be used to make unarmed attacks with no penalty to the attack roll or damage roll, but it may not carry weapons.
Built for Space. Frost demons don't require oxygen and are adapted to high altitude, extreme heat, and extreme cold as described in chapter 5 of the Dungeon Masters Guide. Thus, they can survive in the vacuum of space without any duress.
Incredible Durability. Frost demons are far more durable than any other flesh and blood race, even being able to survive bifurcation and vivisection. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Optional: Supreme Growth. Frost Demon mutants exhibit tremendous strength, which intensifies further through training or as a natural consequence of their innate power. During a long rest, you may select one Ability Score, or two Ability Scores, and forgo the normal benefits of a long rest. Roll a d20: on a 15 or higher, you can permanently increase the chosen score by 2, or increase each of the two chosen Ability Scores by 1. You cannot increase an Ability Score above 20 this way if you are below 20th level. If you are above 20th level, you cannot increase an Ability Score above 30 this way. You can utilize this feature a number of times equal to your proficiency bonus (maximum of 8).
Languages. You can speak, read and write, Common and Glaerian. The frost demon native language, Glaerian, uses many harsh syllables and phonetics. It uses the Sylvan scri

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Level 0 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 1 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 2 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 3 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 4 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 5 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 6 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 7 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 8 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 9 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

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